C. The Diffuse map is painted from the AO.
D. A second normal map is baked from the diffuse, and a basic specular map built from the diffuse
A. Model a square area with reusable geometry based on the scene.
In this case, different types of pipe, cables and metallic surfaces were modeled in 3ds Max.
B. Normals and ambient occlusion were baked onto a plane of the same size as the square.
Modular Modeling Process: Textures First
The texture maps are combined in the material editor
Geometry is built in simple shapes, with textures assigned in the unwrapping process.
Modular Modeling Process: Reusable Assets
4 Different Assets were built to be used in interchangeable positions.
High Poly Build and Paint in ZBrush
Low Poly build in 3ds Max
Rendered in Unreal Engine
Same pieces, different scene
Each Scene is modeled and textured using a different process.
Programs used: 3ds Max, Maya, ZBrush, Photoshop, xNormal, Unreal Engine
Copyright © Kate Orr 2013
The beast created in this project was based off of a combination of several different animals.
The idea was to create something unique and fantastic out of many common and real sources.